Game Programming III – the second week, linked lists part two (2)
Hello again.
Let’s continue with our linked list shall we? This post will (hopefully) go through the remaining methods for our linked list and in part three (3) I will make a variant that is generic, so that it can store all types of data, not just integer values. I’ve added a clear method to the class as well as deallocations in the destructor to prevent memory leaks. I should also point out that the methods are not always showing […]
Game Programming III – the second week, linked lists part two (2)
Hello again.
Let’s continue with our linked list shall we? This post will (hopefully) go through the remaining methods for our linked list and in part three (3) I will make a variant that is generic, so that it can store all types of data, not just integer values. I’ve added a clear method to the class as well as deallocations in the destructor to prevent memory leaks. I should also point out that the methods are not always showing […]
Game Programming III – the second week, linked lists part two (2)
Hello again.
Let’s continue with our linked list shall we? This post will (hopefully) go through the remaining methods for our linked list and in part three (3) I will make a variant that is generic, so that it can store all types of data, not just integer values. I’ve added a clear method to the class as well as deallocations in the destructor to prevent memory leaks. I should also point out that the methods are not always showing […]
Game Programming III – the second week, linked lists part two (2)
Hello again.
Let’s continue with our linked list shall we? This post will (hopefully) go through the remaining methods for our linked list and in part three (3) I will make a variant that is generic, so that it can store all types of data, not just integer values. I’ve added a clear method to the class as well as deallocations in the destructor to prevent memory leaks. I should also point out that the methods are not always showing […]
Metal Texture
I have been working on a tiled metal texture over the last few days, there are still some problems with the dark patches but it is starting to look pretty good. It has Diffuse, Gloss and Normal maps attached to it and this is how it looks in Unreal 4.
Metal Texture
I have been working on a tiled metal texture over the last few days, there are still some problems with the dark patches but it is starting to look pretty good. It has Diffuse, Gloss and Normal maps attached to it and this is how it looks in Unreal 4.
Motion Capture – A Quick Uncharted 3 Animation Analysis
I have chosen to do some research and write about one of my favourites; Uncharted 3: Drake’s Deception (2011) and how they used motion capture for some of the animations.
Finding information about the setup was pretty tricky since a lot of the information found was not full explained which lead me on a wild goose chase trying to find out the correct and full story. While some say that Naughty Dog used an in-house studio, others say that they used […]
Motion Capture – A Quick Uncharted 3 Animation Analysis
I have chosen to do some research and write about one of my favourites; Uncharted 3: Drake’s Deception (2011) and how they used motion capture for some of the animations.
Finding information about the setup was pretty tricky since a lot of the information found was not full explained which lead me on a wild goose chase trying to find out the correct and full story. While some say that Naughty Dog used an in-house studio, others say that they used […]
Motion Capture in Heavy Rain
Heavy Rain used Passive Optical Motion Capture, both for body- and facial capture.
These two were done separately, recording the body capture in one take and the facial capture in a separate take.
Facial capture was most likely not used very heavily in intense action scenes, but rather for the more “intimate” scenes in between when the player gets to see the faces more up-close, inciting an emotional reaction.
I’m not sure how much the method cost Quantic Dream during development, but […]
Motion Capture in Heavy Rain
Heavy Rain used Passive Optical Motion Capture, both for body- and facial capture.
These two were done separately, recording the body capture in one take and the facial capture in a separate take.
Facial capture was most likely not used very heavily in intense action scenes, but rather for the more “intimate” scenes in between when the player gets to see the faces more up-close, inciting an emotional reaction.
I’m not sure how much the method cost Quantic Dream during development, but […]
Motion Capture in Heavy Rain
Heavy Rain used Passive Optical Motion Capture, both for body- and facial capture.
These two were done separately, recording the body capture in one take and the facial capture in a separate take.
Facial capture was most likely not used very heavily in intense action scenes, but rather for the more “intimate” scenes in between when the player gets to see the faces more up-close, inciting an emotional reaction.
I’m not sure how much the method cost Quantic Dream during development, but […]
Motion Capture in Heavy Rain
Heavy Rain used Passive Optical Motion Capture, both for body- and facial capture.
These two were done separately, recording the body capture in one take and the facial capture in a separate take.
Facial capture was most likely not used very heavily in intense action scenes, but rather for the more “intimate” scenes in between when the player gets to see the faces more up-close, inciting an emotional reaction.
I’m not sure how much the method cost Quantic Dream during development, but […]
Totemic Winter Level
Today I have been working on a new level for Totemic, it is a special winter theme for DreamHack Winter that we are leaving for in less than two weeks now. There is still a lot to do on it but it is starting to look pretty cool and we are really excited to show it at DreamHack!
Totemic Winter Level
Today I have been working on a new level for Totemic, it is a special winter theme for DreamHack Winter that we are leaving for in less than two weeks now. There is still a lot to do on it but it is starting to look pretty cool and we are really excited to show it at DreamHack!
Start of course Gameprogramming 3
As a assignment we are meant to write every week in order too tell you what we have learned new in code.
But I can honestly say I have learned only a little this week because I have to make up for other coursers. What I have learned only comes from the course lectures I have had.
We started this week with a ”do you remember coding?” test. We were going to create a program that compress and decompress a specific .bmp […]
Start of course Gameprogramming 3
As a assignment we are meant to write every week in order too tell you what we have learned new in code.
But I can honestly say I have learned only a little this week because I have to make up for other coursers. What I have learned only comes from the course lectures I have had.
We started this week with a ”do you remember coding?” test. We were going to create a program that compress and decompress a specific .bmp […]
Week 46: Motion Capture for Games
Another week, another course. This will be my first reflective assignment regarding the usage of motion capture within interactive media, though not necessarily always for its benefit.
I have chosen to look into how the Total War series, Shogun 2 in particular, has utilised this technology and the reasons for doing so. With Shogun 2 this concept has been taken to colossal scales. It’s both a franchise and a setting that I adore but have also noticed shortcomings in. A reflective […]
Week 46: Motion Capture for Games
Another week, another course. This will be my first reflective assignment regarding the usage of motion capture within interactive media, though not necessarily always for its benefit.
I have chosen to look into how the Total War series, Shogun 2 in particular, has utilised this technology and the reasons for doing so. With Shogun 2 this concept has been taken to colossal scales. It’s both a franchise and a setting that I adore but have also noticed shortcomings in. A reflective […]
Week 46: Motion Capture for Games
Another week, another course. This will be my first reflective assignment regarding the usage of motion capture within interactive media, though not necessarily always for its benefit.
I have chosen to look into how the Total War series, Shogun 2 in particular, has utilised this technology and the reasons for doing so. With Shogun 2 this concept has been taken to colossal scales. It’s both a franchise and a setting that I adore but have also noticed shortcomings in. A reflective […]
Week 46: Motion Capture for Games
Another week, another course. This will be my first reflective assignment regarding the usage of motion capture within interactive media, though not necessarily always for its benefit.
I have chosen to look into how the Total War series, Shogun 2 in particular, has utilised this technology and the reasons for doing so. With Shogun 2 this concept has been taken to colossal scales. It’s both a franchise and a setting that I adore but have also noticed shortcomings in. A reflective […]
2D Computer Graphics: Theory and application
This week we started a new course called 2D Computer Graphics: Theory and application. In this course we will learn the basics in how to draw and then transfer those drawings to a computer game.
We started with a very high pace and on the first and second lesson we had croquis. Croquis is fast and sketchy drawings of a live model. This was a big surprise because it was the first lesson. Although it was a very good method of getting into the […]
2D Computer Graphics: Theory and application
This week we started a new course called 2D Computer Graphics: Theory and application. In this course we will learn the basics in how to draw and then transfer those drawings to a computer game.
We started with a very high pace and on the first and second lesson we had croquis. Croquis is fast and sketchy drawings of a live model. This was a big surprise because it was the first lesson. Although it was a very good method of getting into the […]
2D Computer Graphics: Theory and application
This week we started a new course called 2D Computer Graphics: Theory and application. In this course we will learn the basics in how to draw and then transfer those drawings to a computer game.
We started with a very high pace and on the first and second lesson we had croquis. Croquis is fast and sketchy drawings of a live model. This was a big surprise because it was the first lesson. Although it was a very good method of getting into the […]
2D Computer Graphics: Theory and application
This week we started a new course called 2D Computer Graphics: Theory and application. In this course we will learn the basics in how to draw and then transfer those drawings to a computer game.
We started with a very high pace and on the first and second lesson we had croquis. Croquis is fast and sketchy drawings of a live model. This was a big surprise because it was the first lesson. Although it was a very good method of getting into the […]